First of all, I drew the relationship between light and dark, and then overlaid the color change, drew details, and made final adjustments to complete the head map (Fig.17).

Fig. 17

Specular Color

First I removed the saturation of the Color map. Then I adjusted the contrast of the brightness between the different parts using Levels, with the aim of separating the contrast of the brightness between the leather, cloth and metal. Finally, I used Color Balance for each part to add a bit of color tendency (Fig.18).

Fig. 18

After that the Gloss map were produced based on the Specular maps, and placed into the Specular channel: Alpha 1 (Fig.19). Next I converted some of the details of the Color map and added them to the Normal map, such as metal, scratches and stains.

Fig. 19

Finally I produced maps of the weapons using the same method (Fig.20).